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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs148
1 files changed, 75 insertions, 73 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3cf7b2a..f1d0926 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1336,7 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
1336 PhysicsActor actor = PhysicsActor; 1336 PhysicsActor actor = PhysicsActor;
1337 if (actor == null) 1337 if (actor == null)
1338 { 1338 {
1339 SafeSendControlsToScripts(flagsForScripts); 1339 SendControlsToScripts(flagsForScripts);
1340 return; 1340 return;
1341 } 1341 }
1342 1342
@@ -1513,25 +1513,12 @@ namespace OpenSim.Region.Framework.Scenes
1513 if (update_movementflag && ParentID == 0) 1513 if (update_movementflag && ParentID == 0)
1514 Animator.UpdateMovementAnimations(); 1514 Animator.UpdateMovementAnimations();
1515 1515
1516 SafeSendControlsToScripts(flagsForScripts); 1516 SendControlsToScripts(flagsForScripts);
1517 } 1517 }
1518 1518
1519 m_scene.EventManager.TriggerOnClientMovement(this); 1519 m_scene.EventManager.TriggerOnClientMovement(this);
1520 } 1520 }
1521 1521
1522 private void SafeSendControlsToScripts(uint flagsForScripts)
1523 {
1524 lock (scriptedcontrols)
1525 {
1526 if (scriptedcontrols.Count > 0)
1527 {
1528 // Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
1529 // (e.g., a walking script) checks which animation is active it will be the correct animation.
1530 SendControlToScripts(flagsForScripts);
1531 }
1532 }
1533 }
1534
1535 /// <summary> 1522 /// <summary>
1536 /// Calculate an update to move the presence to the set target. 1523 /// Calculate an update to move the presence to the set target.
1537 /// </summary> 1524 /// </summary>
@@ -3687,77 +3674,92 @@ namespace OpenSim.Region.Framework.Scenes
3687 } 3674 }
3688 } 3675 }
3689 3676
3690 internal void SendControlToScripts(uint flags) 3677 private void SendControlsToScripts(uint flags)
3691 { 3678 {
3692 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 3679 // Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
3693 3680 // (e.g., a walking script) checks which animation is active it will be the correct animation.
3694 if (MouseDown) 3681 lock (scriptedcontrols)
3695 { 3682 {
3696 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 3683 if (scriptedcontrols.Count <= 0)
3697 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 3684 return;
3685
3686 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
3687
3688 if (MouseDown)
3698 { 3689 {
3699 allflags = ScriptControlled.CONTROL_ZERO; 3690 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
3691 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
3692 {
3693 allflags = ScriptControlled.CONTROL_ZERO;
3694 MouseDown = true;
3695 }
3696 }
3697
3698 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
3699 {
3700 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
3700 MouseDown = true; 3701 MouseDown = true;
3701 } 3702 }
3702 } 3703
3704 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
3705 {
3706 allflags |= ScriptControlled.CONTROL_LBUTTON;
3707 MouseDown = true;
3708 }
3709
3710 // find all activated controls, whether the scripts are interested in them or not
3711 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
3712 {
3713 allflags |= ScriptControlled.CONTROL_FWD;
3714 }
3715
3716 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
3717 {
3718 allflags |= ScriptControlled.CONTROL_BACK;
3719 }
3720
3721 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
3722 {
3723 allflags |= ScriptControlled.CONTROL_UP;
3724 }
3725
3726 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
3727 {
3728 allflags |= ScriptControlled.CONTROL_DOWN;
3729 }
3703 3730
3704 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 3731 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
3705 { 3732 {
3706 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 3733 allflags |= ScriptControlled.CONTROL_LEFT;
3707 MouseDown = true; 3734 }
3708 } 3735
3709 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 3736 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
3710 { 3737 {
3711 allflags |= ScriptControlled.CONTROL_LBUTTON; 3738 allflags |= ScriptControlled.CONTROL_RIGHT;
3712 MouseDown = true; 3739 }
3713 } 3740
3741 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
3742 {
3743 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
3744 }
3745
3746 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
3747 {
3748 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
3749 }
3714 3750
3715 // find all activated controls, whether the scripts are interested in them or not 3751 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
3716 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 3752 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
3717 {
3718 allflags |= ScriptControlled.CONTROL_FWD;
3719 }
3720 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
3721 {
3722 allflags |= ScriptControlled.CONTROL_BACK;
3723 }
3724 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
3725 {
3726 allflags |= ScriptControlled.CONTROL_UP;
3727 }
3728 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
3729 {
3730 allflags |= ScriptControlled.CONTROL_DOWN;
3731 }
3732 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
3733 {
3734 allflags |= ScriptControlled.CONTROL_LEFT;
3735 }
3736 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
3737 {
3738 allflags |= ScriptControlled.CONTROL_RIGHT;
3739 }
3740 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
3741 {
3742 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
3743 }
3744 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
3745 {
3746 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
3747 }
3748 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
3749 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
3750 {
3751 lock (scriptedcontrols)
3752 { 3753 {
3753 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 3754 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
3754 { 3755 {
3755 UUID scriptUUID = kvp.Key; 3756 UUID scriptUUID = kvp.Key;
3756 ScriptControllers scriptControlData = kvp.Value; 3757 ScriptControllers scriptControlData = kvp.Value;
3757 3758
3758 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 3759 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
3759 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 3760 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
3760 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 3761 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
3762
3761 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 3763 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
3762 { 3764 {
3763 // only send if still pressed or just changed 3765 // only send if still pressed or just changed
@@ -3765,9 +3767,9 @@ namespace OpenSim.Region.Framework.Scenes
3765 } 3767 }
3766 } 3768 }
3767 } 3769 }
3770
3771 LastCommands = allflags;
3768 } 3772 }
3769
3770 LastCommands = allflags;
3771 } 3773 }
3772 3774
3773 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 3775 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)